World of Warships: Legends ship guide

Baleares

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2.15 sigma accuracySonarDefensive AASlow reload
Community Data

Baleares Community Stats

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Playstyle

Overview

Baleares is a Tier V Spanish heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best sigma in T5 CAs (2.1) and best AP fuse timer in T5 CAs (0.033 s).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 35,100-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Big-caliber overmatch

14.2 mm overmatch threshold, top decile of T5 CAs. Punishes bow-tanking ships peers can't crack.

Tight grouping

Sigma 2.15, best of T5 CAs. More shells land near aim.

Heavy secondary DPM

146571.0 secondary DPM per side, best of T5 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Burny secondaries

8.0% best HE fire chance per secondary shell (before target resistance), top decile of T5 CAs. Stacks fires faster than peers in a brawl.

Slow reload

24.3 s reload, worst of T5 CAs. Salvos punish more, but cycle is slower than peers.

Low AP DPM

94815 AP DPM, bottom decile of T5 CAs. Citadel windows matter more than spam.

Acquisition

How to get Baleares

Baleares is available in the Ready Rack Cruisers branch of the Spain Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Show Spain tech-tree branch diagram
Spain Tech Tree

Baleares sits in the Ready Rack Cruisers branch. The highlighted path shows the local branch context inside the full Spain tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for accuracy, reload, range, Sonar utility, speed, and survivability.

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Cohort position

Hide

Where Baleares sits among Tier V CAs (28 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestSigma2.15 (1/28) BestSecondary DPM (per side)146,571 (1/25) BestAP fuse timer0.03 s (1 of 11 tied) Top 10%Hit points35,100 HP (3/28) Top 10%Secondary fire chance8% (3/25) Top 25%Traverse-to-turn ratio6.09 × (7/28) Top 25%Main battery caliber203 mm (6/28) Top 25%HE alpha1,700 (5/25) Top 25%Secondary HE pen20 mm (5/25) Top 25%Citadel belt110 mm (6/28) Bottom 25%Acceleration11 s (23/28) Bottom 25%AP arming threshold34 mm (23/28) Bottom 25%Displacement13,700 t (26/28) Bottom 25%Power-to-weight6.57 hp/t (25/28) Bottom 25%AA DPS151 (25/28) Bottom 25%AA threat534 (22/28) Bottom 25%Torpedo range7.02 km (19/24) Bottom 25%Torpedo speed59 kt (21/24) Bottom 10%Rudder shift12.5 s (27/28) WorstMain battery reload24.3 s (28/28) WorstFires per minute2.96 (26/26) WorstHE DPM61,235 (26/26) WorstAP DPM94,815 (28/28)
See 19 mid-pack stats

Not standouts for Baleares -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed33 kt(13/28) Concealment12.04 km(18/28) Air detection7.22 km(18/28) Main battery range14.49 km(14/28) Main dispersion123.9 m(9/28) AP velocity855 m/s(14/28) HE velocity855 m/s(13/26) Engine power90,000 hp(13/28) Turn-speed retention121.6 hp/m(17/28) Secondary range4.5 km(11/25) AA range4.5 km(13/28) Torpedo damage15,733(9/24) Torpedo reload80 s(13/24) Max armor110 mm(10/28) Stern armor30 mm(15/28) Deck armor75 mm(17/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 4.44 kmDef-AA
Survivability
Hit PointsInitial: 30,300 → 35,100
Displacement13,700 t
Armor range13–110 mm
Plate armor thicknesses13, 16, 25, 30, 37, 38, 50, 51, 75, 84, 110 mm
Armor material/layer entries61
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction10%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
17,600
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
10,500
Main Battery
ModuleArtillery: 203 mm/50 BL Model 1924 Mk.D
Mounts / barrels4 mounts / 8 barrels
Reload time27 s
Firing range (base)13.2 km
Firing range (top fire control)14.5 km
Turret traverse8 °/s
Shells in Rack2
Ready Rack Reload2.5 s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13175/30·(8−1.1)/1000 + 1.1)·30 = 123.9 m
123.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 123.9 × 0.6 = 74.3 m
74.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 123.9 × 0.303 (σ=2.15) = 37.5 m
37.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.3 × 0.303 (σ=2.15) = 22.5 m
22.5 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 27 s base reload = 17.8.
17.8
HE shells
HE Damage3,100
HE Velocity855 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,100 HE damage x 8 broadside guns = 24,800.
24,800
Base HE DPM
ƒ24,800 HE full-salvo alpha x 60 / 27 s base reload = 55,111.
55,111
Base fires/min
ƒ8 HE shells x 60 / 27 s reload x 15% fire chance = 2.67.
2.67
AP shells
AP Damage4,800
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2400 × 116.1^0.69 × 0.203^-1.07 × 855^1.38 = 390.9 mm. Matches the in-game spec card.
390.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 347.7 m/s: 1e-7 × 2400 × 116.1^0.69 × 0.203^-1.07 × 347.7^1.38 = 112.9 mm.
112.9 mm
AP full-salvo alpha
ƒ4,800 AP damage x 8 broadside guns = 38,400.
38,400
Base AP DPM
ƒ38,400 AP full-salvo alpha x 60 / 27 s base reload = 85,333.
85,333
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
25
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time80 s
Projectile speed59 kt
Range7.02 km
Maximum simulated damage14,633 (est.)
Alpha damage43,900
Torpedo detectability1.2 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
87,798
AA Defense
AA mount pointsInitial: 0 → 8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.85) + (3×3.5×0.9) + (27×3.5×0.9) = 151. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
151
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
20 mm/65 C/38 L/308×1 20mm
120 mm/45 Mk.F (DP)8×1 120mm
88 mm/45 Flak MPL C/13 (DP)4×1 88mm
Outer Far aura
DPS
ƒIncludes 27 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
27
Range4.5 km
Inner Far aura
DPS
ƒIncludes 3 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
3
Range4 km
Total DPS in Aura
ƒOuter Far 27 + Inner Far 3 = 30
30
Near aura
DPS19
Range2 km
Total DPS in Aura
ƒOuter Far 27 + Inner Far 3 + Near 19 = 49
49
S
Secondary Battery
Mounts12
Firing range4.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
120 mm/45 Mk.F (×8)
Caliber120 mm
Reload time3.5 s
HE Damage1,700
Muzzle Velocity808 m/s
Fire Chance8%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
88 mm/45 Flak MPL C/13 (×4)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed33 kt
Turning circle radius740 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.1× slow
Concealment
Detectability by sea12.04 km
Detectability by air7.22 km
Smoke firing penalty6.77 km
Detect after firing main guns12.04 km
Detect Fire Sea14.04 km
Detect Fire Air10.22 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4.44 km ship detect · 3.33 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullTrade-off
  • Hit points30,300 → 35,100
  • Rudder shift17.5 → 12.5 s
  • AA mounts0 → 8
  • Close-range AA DPS0 → 19
  • Maximum AA range0 → 2 km
  • Turret traverse8 → 6 °/s
Fire controlUpgrade
  • Main battery range13,175 → 14492.5 m

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2.15
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp123.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13175/30·(8−1.1)/1000 + 1.1)·30 = 123.9 m
Max Vert Disp74.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 123.9 × 0.6 = 74.3 m
Med Horiz Disp37.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 123.9 × 0.303 (σ=2.15) = 37.5 m
Med Vert Disp22.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.3 × 0.303 (σ=2.15) = 22.5 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close390.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2400 × 116.1^0.69 × 0.203^-1.07 × 855^1.38 = 390.9 mm. Matches the in-game spec card.
AP Pen Far112.9 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 347.7 m/s: 1e-7 × 2400 × 116.1^0.69 × 0.203^-1.07 × 347.7^1.38 = 112.9 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha24,800
3,100 HE damage x 8 broadside guns = 24,800.
AP full-salvo alpha38,400
4,800 AP damage x 8 broadside guns = 38,400.
Base HE DPM55,111
24,800 HE full-salvo alpha x 60 / 27 s base reload = 55,111.
Base AP DPM85,333
38,400 AP full-salvo alpha x 60 / 27 s base reload = 85,333.
Base shells/min17.8
8 broadside guns x 60 / 27 s base reload = 17.8.
Base fires/min2.67
8 HE shells x 60 / 27 s reload x 15% fire chance = 2.67.
Ready-rack burst alpha76,800
2 shells in rack x 8 broadside guns x 4,800 AP damage. Total damage the ship can deliver off the rack before reverting to base reload.
Burst window2.5 s
(2 shells - 1) x 2.5 s rack reload. Wall-clock duration from the first rack salvo to the last; the next salvo after that uses the base reload.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range45.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage175,596
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage87,798
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS151
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.85) + (3×3.5×0.9) + (27×3.5×0.9) = 151. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index534
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)146,571
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×1 120 mm (4/side) × 60/3.5 × 1700 = 116,571 + 4×1 88 mm (2/side) × 60/4 × 1000 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 20 mm from the 120 mm family.

Armor

Hull HP 30,30035,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–75 mm)2,000 (6% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–51 mm)26,300 (75% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–75 mm)2,600 (7% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel110 mm primary (range 13–110 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–75 mm)1,600 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP17,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (120 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (20 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP10,500 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Baleares. Cards are condensed; use each source link for full context.

2026-04-30

Ministry of Balance: Viva la Marina!

  • Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
  • Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Baleares can equip, from in-game data.

  • Baleares default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.